Plots & PlacesPost your PCs and NPCs for others to reference and enjoy. This is also an alternate location for long-term campaign and plot development. These can be system neutral or relate to any game or system.
The Fat Grouper is likely to be the home base (or touchstone as Monte Cook calls it) for the campaign, at least initially, so I thought I'd better write some stuff about it!
The ‘Grouper is the centre of Flotsam, physically but also almost spiritually, for it’s here that many of the boat-town’s residents (particularly its fishermen) come to sink a few jars at the end of a tough day’s work. The tavern was formerly a caravel; the bar is situated below decks, although on sunny days, the cooking is taken outside and excellent grilled fish is served from a barbeque on the sterncastle.
The landlord of the ‘Grouper is Glyn Merryfield, a miserable and greedy halfling who constantly complains about how life has dealt him a bad hand. Glyn is fat, balding and pale from spending most of his time indoors. As well as the tavern, he also owns several decrepit houseboats nearby which he rents out for 10 sp per week. Glyn’s wife, Sarla, is younger and much more attractive but she's also a nagging shrew who bemoans the fact that they live in Flotsam on a boat. She will tell anyone who will listen to her shrill complaints that Glyn will never amount to anything unless he earns enough money to move their tavern to the Makers Ward. Even the Poor Ward would be an improvement!
Because this is Flotsam, the taproom isn’t fancy. The furniture is basic and built from rough wood, making splinters in the backside an occupational hazard of drinking here. The only décor is a stuffed five-foot long purple grouper hanging over the bar and a few other fisherman’s trophies: a shark’s jaw, a narwhal horn and a couple of fishing spears. The beer is a watered-down but cheap pale ale called Marlin Brew. The only other drinks on offer are rotgut (a nasty potato-based spirit) and a vinegary red wine known as Sahasran Ruby. Apple-flavoured sheeshah is also available and is popular with the regulars but it’s the food on offer which is the tavern’s saving grace. Sarla is actually a great cook so the food, almost always locally-caught fish (grilled or served as fish stew, chowder or curry) is very good indeed.
Secret: Sarla’s disappointment in Glyn has driven him to try and improve their situation by gambling at Fahil’s Floating Palace, a gambling “hall” (actually a large ship moored off a pier in the Poor Ward’s red-light district). Predictably enough, Glyn has been losing heavily at dice and now owes a small fortune to the house and its owner Zeno Meverel. If he doesn’t pay back what he owes soon, Meverel will call in the loans and Glyn will lose anything. His increasingly desperate situation means he is on the lookout for any kind of “get rich quick” scheme, however ludicrous, that might come his way.
Any comments? I'd love to have some suggestions for "get rich quick" schemes!
Books used last session Black Horse Parsantium campaign: 4e core rules, Player's Handbook 2 (invoker), Adventurer's Vault, Wrath of the River King. Dulwich Parsantium campaign: 4e core rules, Forgotten Realms Player's Guide (genasi, swordmage), Players' Handbook 2 (barbarian), Dragon (Playing Gnolls), Sellswords of Punjar (the adventure) Lands of Intrigue: 3.5 core rules, Arcana Evolved (unfettered), Ptolus, Spell Compendium, Complete Book of Eldritch Might, The Banewarrens (the adventure), Book of Nine Swords (Desert Wind), Monster Manual V (demons)
Last edited by RichGreen; 26th March 2008 at 08:27 PM..
Another location. This one is adapted from Fahil's Flotilla of Fun in Thunderhead Games' excellent Bluffside supplement.
Fahil’s Floating Palace
This gaudily-furnished gambling “hall” is on board a huge two-storey barge moored at a pier in the Poor Ward’s red-light district. Gambling and drinking go on at all hours and music (usually accompanied by belly dancers) blares out across the strait. The Floating Palace is lit with colourful magical lights that pulse and dance to the beat of the Akhrani and Sahasran tunes from within. Various dice and card games are played here, with high stakes games taking place in a VIP area in what was the captain’s cabin.
The Floating Palace is owned by Zeno Meverel and run on his behalf by Fahil , a fat, jovial Sahasran with a well-groomed moustache. Fahil stands a little over five feet tall and is nearly as wide. He dresses in the most colourful silk clothes and enjoys wearing a bejewelled turban and pointed slippers. He says “if they don’t come to my place for the music, the dancing and the drinking, they come to see a fat man swim!”.
The typical clientele are sailors, merchants and other Old Quarter residents who consider themselves gamblers. The actor, Iancu Petronas, can also be found here with his pals, as can members of the Golden Scimitars. The Palace is seen as too brash and tacky for any sophisticates from the Imperial Quarter, even those who like to rough it occasionally.
From time to time, Fahil runs a contest to see who is the fastest swimmer in the Old Quarter. The winner claims the prize: a cup plated in gold bearing the inscription “Faster Than the Rest O’ The Fishes”.
Secrets:
- Fahil has instructions to make sure the house always comes out on top; loaded dice and marked cards are used where necessary.
- Fahil is actually a changeling <Eberron, MMIII> out for revenge. His sister worked for the Golden Scimitars as a spy and thief but was killed by one of their Thugee assassins after a mission went awry. Fahil is waiting until he is trusted enough to get close to the criminal organization’s shadowy leader so he can kill him.
Books used last session Black Horse Parsantium campaign: 4e core rules, Player's Handbook 2 (invoker), Adventurer's Vault, Wrath of the River King. Dulwich Parsantium campaign: 4e core rules, Forgotten Realms Player's Guide (genasi, swordmage), Players' Handbook 2 (barbarian), Dragon (Playing Gnolls), Sellswords of Punjar (the adventure) Lands of Intrigue: 3.5 core rules, Arcana Evolved (unfettered), Ptolus, Spell Compendium, Complete Book of Eldritch Might, The Banewarrens (the adventure), Book of Nine Swords (Desert Wind), Monster Manual V (demons)
Last edited by RichGreen; 27th March 2008 at 12:42 PM..
Haven't posted for quite a while as I've been busy with other things but I have worked out an outline and some detail for the first adventure. Here's the adventure background & synopsis:
Adventure Background
Night, 3 Maius: Ashna, a nine-year old girl in the Water Boys, has a row with Girish and can’t sleep. She creeps out of bed, rows to the pier, and ends up witnessing something she shouldn’t while wandering around the docks late that night: the arrival of a pirate ship, The Howling Raider, at the Old Docks and the unloading of several human-sized sacks, one of which is wriggling.
The sacks are loaded into a cart by members of the Dockside Crew (a gang linked to the Golden Scimitars) and taken to a nearby safehouse as the ship sails away. Ashna, curious, follows the cart, and watches the men go into a building distinguished by a pelican painted over the doorway. She is spotted but she runs away and manages to escape the chasing rogues.
What Ashna witnesses is part of a larger plot: Captain Gnash of The Howling Raider is bringing in captives taken at sea and selling them to the Dockside Crew who are acting as intermediaries between the pirates and Orloch Scragmane, a gnoll gangster based in the Dock Ward’s slums. Orloch is obtaining slaves for kuo-toa based beneath the Old Quarter. Orloch Scragmane’s gnolls are also kidnapping drunk dock workers and selling them to the fishmen.
4 Maius:
Orloch Scragmane's gnolls enter the safehouse via a tunnel from the Hidden Quarter and take the slaves back to their tenement building. The Dockside Crew return to their base, the Old Fishery.
Elias Wang, leader of the Dockside Crew decides they need to get rid of Ashna or their slaving will be exposed, putting their other activities (protection rackets & debt collecting) at risk and bringing trouble down from their superiors in the Golden Scimitars. Elias sends Jagadish, a thuggee killer-for-hire after her.
Jagadish disguises himself as a dockworker and starts asking around about Ashna in Flotsam and the dockside taverns.
Night, 5 Maius: Jagadish tracks down Ashna, follows her and kills her with his strangle-cord. He throws her body in the river which turns up in a fisherman’s net the next day (6 Maius).
Adventure Synopsis
The PCs drive off a debt collector and his enforcers while hanging out on the deck of the Fat Grouper (first 4e fight encounter to get everyone going). Afterwards, they witness Ashna’s body being pulled out of the water by a fisherman and taken to the Water Boys houseboat. They are approached by Girish and hired to investigate what happened to her.
Various clues (nothing too tricky) lead them to Tew Pennyfeather (a friend of Ashna's), the “pelican safehouse”, Hidden Quarter tunnels beneath the city, the HQ of the Dockside Crew gang in the Old Fishery and Orloch Scragmane’s tenement building in the slums. During their investigation they are spied on by Jagadish and later attacked by him and a gang of thuggees including a warlock.
The PCs will have one or two encounters in the tunnels plus the Old Fishery (probably using the map in Pathfinder #7) and the slum tenement are full of gang members - Dockside Crew in the Old Fishery and gnolls in the tenement. There will be slaves to rescue in the tenement.
They can solve the murder and break up the slave ring but also find evidence connecting Orloch Scragmane to the water-logged caverns of the kuo-toa and their sinister underground temple to Blibdoolpoop.
Any suggestions on cool stuff to add in to the adventure, encounters, descriptions of gang members, what the slum tenement is like etc greatly appreciated!
Then, there will be an opportunity to explore the kuo-toa caverns (probably using the temple map in the Shackled City AP) and put a stop to whatever they're doing with the captives (sacrifice? slave labour on some nefarious project?)
This adventure is to kick off the campaign, but in future adventures I'd like to tie in with some of the locations and other stuff we've talked about in this thread: the hippodrome, the theatre, the brothels, temples etc. I'm not sure whether to treat the campaign as a sandbox setting or not - the players I'm running for probably need quite a bit of prompting.
Again, it would be great to hear some suggestions from anyone reading this thread about what could come next, or any other ideas for locations , NPCs, plots etc.
Books used last session Black Horse Parsantium campaign: 4e core rules, Player's Handbook 2 (invoker), Adventurer's Vault, Wrath of the River King. Dulwich Parsantium campaign: 4e core rules, Forgotten Realms Player's Guide (genasi, swordmage), Players' Handbook 2 (barbarian), Dragon (Playing Gnolls), Sellswords of Punjar (the adventure) Lands of Intrigue: 3.5 core rules, Arcana Evolved (unfettered), Ptolus, Spell Compendium, Complete Book of Eldritch Might, The Banewarrens (the adventure), Book of Nine Swords (Desert Wind), Monster Manual V (demons)
Last edited by RichGreen; 23rd April 2008 at 06:59 PM..
The symbol of the city is a leaping horse over a crescent moon. On shields and flags, the horse and moon are white against an imperial purple background. On the tabards of the City Watch, the colours are reversed.
Law and order is kept by the City Watch. There is one watchhouse in each ward run by a Watch Captain who reports directly to the Prefect.
- Bells are mounted throughout the city – concerned citizens can ring these bells to summon the Watch, with a typical response time of 1-10 minutes (although it can take up to half an hour). *
- The quality of the Watch varies by ward but typically the best guards are in the Imperial Quarter and the worst in the Dock Ward. Attalus, Watch Captain of the Poor Ward is said to be in the pocket of the Golden Scimitars criminal organization.
- Watchmen wear chain shirts and Parsantine helmets; they are armed with halberds, longswords and light crossbows.
Books used last session Black Horse Parsantium campaign: 4e core rules, Player's Handbook 2 (invoker), Adventurer's Vault, Wrath of the River King. Dulwich Parsantium campaign: 4e core rules, Forgotten Realms Player's Guide (genasi, swordmage), Players' Handbook 2 (barbarian), Dragon (Playing Gnolls), Sellswords of Punjar (the adventure) Lands of Intrigue: 3.5 core rules, Arcana Evolved (unfettered), Ptolus, Spell Compendium, Complete Book of Eldritch Might, The Banewarrens (the adventure), Book of Nine Swords (Desert Wind), Monster Manual V (demons)
Last edited by RichGreen; 3rd May 2008 at 10:14 AM..
Not marvellous but given my basic Photoshop skills, I'm reasonably happy with this represenation of Parsantium's emblem.
Will write up some more NPCs & locations around Flotsam next. I'm getting a bit worried it's beginning to read a bit like "just another fantasy dock district" so any suggestions for unique elements or interesting twists would be helpful.
Books used last session Black Horse Parsantium campaign: 4e core rules, Player's Handbook 2 (invoker), Adventurer's Vault, Wrath of the River King. Dulwich Parsantium campaign: 4e core rules, Forgotten Realms Player's Guide (genasi, swordmage), Players' Handbook 2 (barbarian), Dragon (Playing Gnolls), Sellswords of Punjar (the adventure) Lands of Intrigue: 3.5 core rules, Arcana Evolved (unfettered), Ptolus, Spell Compendium, Complete Book of Eldritch Might, The Banewarrens (the adventure), Book of Nine Swords (Desert Wind), Monster Manual V (demons)
Jagadamba is renowned throughout Flotsam and beyond as an excellent fortune teller, reading palms (the art of samudrika sastra), an apothecary and, some say, a witch. It has become something of a fashion statement amongst the Batiaran elite to be associated with Jagadamba and many women travel in disguise across the Dolphin Strait in a boat and into Flotsam to consult with her on her houseboat.
Despite its decrepit appearance, Jagadamba’s boat somehow survives out in the exposed part of the Strait. Inside, it’s cosily furnished with many Sahasran hangings, some old but nicely patterned Akhrani rugs and carved wooden statues of the Vedic gods. Joss sticks burn, filling the room with a thick smell of incense. Shelves line one wall filled with bottles of potions for sale and jars of bizarre ingredients such as basilisk’s tears. As well as reading palms and selling magical potions and elixirs, Jagadamba identifies strange magical items for her clients.
Jagadamba is a very old Sahasran woman, tiny and stooped, with a very wrinkly face and with thinning, mad white hair. She wears plain black robes and a lot of gold jewellery, including some decorated with snake or skull motifs (both symbols of Kali, her patron goddess). She keeps her cobra familiar in a basket, out of sight of her customers.
Secret: Jagadamba is an important member of the Cult of the Black Mother and can call upon thuggee killers to defend her from would-be attackers or other enemies. Ciceria (mother of Thecia, the Basileus’ wife) was initiated into the Cult of the Black Mother by Jagadamba.
Until I get the 4e rules, I don't know what character class Jagadamba will be. In 3.x, she's a sorcerer (as I think this fits better than wizard) or maybe an OA shaman. She might even be a disguised hag rather than a human.
Books used last session Black Horse Parsantium campaign: 4e core rules, Player's Handbook 2 (invoker), Adventurer's Vault, Wrath of the River King. Dulwich Parsantium campaign: 4e core rules, Forgotten Realms Player's Guide (genasi, swordmage), Players' Handbook 2 (barbarian), Dragon (Playing Gnolls), Sellswords of Punjar (the adventure) Lands of Intrigue: 3.5 core rules, Arcana Evolved (unfettered), Ptolus, Spell Compendium, Complete Book of Eldritch Might, The Banewarrens (the adventure), Book of Nine Swords (Desert Wind), Monster Manual V (demons)
Last edited by RichGreen; 4th May 2008 at 12:36 AM..
One location is the Forest of the Dead, a cemetery outside the walls; the other is an arms & armour shop on the dockside near Flotsam.
The Forest of the Dead
Known as the Forest of the Dead, Parsantium's walled cemetery is situated to the south east of the city and is filled with cypress trees under whose branches stand thousands of tombstones and mausoleums. The oldest part of the cemetery is the Sahasran part, but there is an Akhrani section and a Batiaran section too, as well as a small Tiangaon area; each with its own style of tomb architecture. For example, white marble Akhrani tombstones are typically surmounted with a curved turban if the deceased is a man but ornamented with a palm branch for a woman. Some Batiaran graves (from a custom dating back to a period several hundred years ago) depict the manner of death of whoever is buried below. Visitors can come across tombstones with bas-reliefs depicting men being decapitated in battle or crucified or hanged from the gallows for a capital crime.
Because it was traditional to plant a cypress tree beside the grave, the Forest of the Dead lives up to its name: hundreds of turtle doves are on the wing or perching in the numerous trees by day; by night, bats and owls fill the skies undisturbed. In the day time, the Forest of the Dead is a favourite resort of Akhrani women of the Old Quarter; some of them can often be seen praying at the narrow opening to the tomb of a parent, husband or brother. The cemetery is patrolled by the City Watch during the daytime but at dusk, it becomes off-limits and the gates are locked. Nevertheless, many individuals hold clandestine meetings at night within its walls.
Beneath the cemetery are endless catacombs and tunnels, which have been expanded over the years to accomodate the bones of the dead, and also by monsters such as ghouls and umber hulks. The catacombs are a major part of the Hidden Quarter and are used as meeting places, bases and homes by criminal gangs (including the Golden Scimitars, assassins and thuggee), monsters, and necromancers <see The Dead Warrens, Pathfinder #7 p.49 and its derro necromancer>. The tunnels connect with those under the Old Quarter.
Bilal’s Blades
Bilal's Blades is an arms and armour shop on the north side of the Fish Market. Bilal is a somewhat weasley-looking Akhrani with thinning oiled hair and a scar running down from his cheek to his neck – a souvenir of a nearly fatal fight Bilal was involved in several years ago with a thuggee who tried to rob him as he was walking back to his home after a night gambling at Fahil’s. Bilal sells new and second-hand weapons and armour of various types, with scimitars and kukris a particular speciality. Local enforcers, rogues and thieves make up the majority of his customers. He sometimes has a few masterwork and magic items to sell.
Hook: one of the weapons Bilal has for sale is a strong-willed intelligent blade which has a special purpose to kill the enemies of its creator. This weapon might end up in the hands of a PC.
Books used last session Black Horse Parsantium campaign: 4e core rules, Player's Handbook 2 (invoker), Adventurer's Vault, Wrath of the River King. Dulwich Parsantium campaign: 4e core rules, Forgotten Realms Player's Guide (genasi, swordmage), Players' Handbook 2 (barbarian), Dragon (Playing Gnolls), Sellswords of Punjar (the adventure) Lands of Intrigue: 3.5 core rules, Arcana Evolved (unfettered), Ptolus, Spell Compendium, Complete Book of Eldritch Might, The Banewarrens (the adventure), Book of Nine Swords (Desert Wind), Monster Manual V (demons)
A few bits of cultural info below, adapted from Avalanche Press' Last Days of Constantinople:
Superstitions
Parsantines are terrified of what they call “the evil eye,” and many carry amulets to protect against it, worn under the clothes against the bare skin of their chest for maximum security. Arcane magic, as an earthly manifestation of evil, is often feared by superstitious citizens, particularly Batiarans from the Imperial Quarter. If Parsantines see someone casting a spell, they are likely to flee in terror, calling for the Watch.
A cat crossing your path while walking down the street is thought to bring bad luck; dreaming of a white cat signifies good fortune, as does seeing a one-eyed cat. If the latter occurs, a Parsantine will spit on his thumbs, press it into the palm of his hand and make a wish (which is bound to come true).
Food and Drink
Eating at home is an important ritual to the Parsantines. Meals are typically served in a separate dining room with everyone removing their boots or sandals before entering. Diners sit around a T-shaped table on benches or chairs; food is brought in on plates and in bowls. Forks and spoons - devices largely unknown in the barbarous lands to the west - are used to eat with, and afterwards the diners clean their faces and hands with cloth napkins. Spiced meat, especially pork, is a favourite dish, usually served with grilled tomatoes, aubergines, peppers and other vegetables.
Parsantines drink wine heartily, usually watered and drunk from bowls. Those who are so drunk they can’t lift the bowl simply rest their heads on the table and lap from the bowl until they become totally insensible. It is not unknown, though generally a form of urban legend, for especially heavy drinkers to drown themselves in their wine.
Clothing
The women of Parsantium prefer a hip-length robe draped over a long, flared skirt. Social class varies the quality of the clothing, but not the standard pattern. All Parsantine women wear hair adornments, usually a metal circlet, but sometimes a cloth headband is worn in its place. Heavy makeup is the order of the day, with bright red lips and dark black eyebrows.
Men wear far more elaborate clothing, with heavy influence from Batiaran and Akhrani customs. Long, ankle-length tunics are common, often ornately decorated with gold thread. Parsantine men see long hair and beards as signs of devotion to the gods, and also like to be distinguished from eunuchs and criminals (who have their heads and beards shaved). Citizens of both genders also like jewelry, and usually wear pendants with religious symbols (the sun symbol of Pelor being the most popular of these) as well as rings. Sandals, the standard footwear of earlier centuries, are now uncommon, as both men and women wear Akhrani shoes (often with pointy tips) or soft, knee-high boots.
Books used last session Black Horse Parsantium campaign: 4e core rules, Player's Handbook 2 (invoker), Adventurer's Vault, Wrath of the River King. Dulwich Parsantium campaign: 4e core rules, Forgotten Realms Player's Guide (genasi, swordmage), Players' Handbook 2 (barbarian), Dragon (Playing Gnolls), Sellswords of Punjar (the adventure) Lands of Intrigue: 3.5 core rules, Arcana Evolved (unfettered), Ptolus, Spell Compendium, Complete Book of Eldritch Might, The Banewarrens (the adventure), Book of Nine Swords (Desert Wind), Monster Manual V (demons)
Here's an organization in Parsantium, based on a historical (Byzantine) one. I've kept the name the same but am open to suggestions:
The Varangian Guard are Corandias the Lion-Blooded’s elite bodyguard (or Hetaireia). Originally northern mercenaries from Urskovia, the Guards have served the Basileus of Parsantium for a century, going back to the time of Corandias the Stubborn and the Great Crusade.
The name Varangian comes from a old northern word relating to sharers in an oath - it is thought it originally referred to traders on the Urskovian rivers, bound together by an oath to co-operate and share profits.
Urskovians had served in the Parsantine army in previous centuries, but in the year of the Great Crusade, Corandias XVI was sent 2,000 warriors by Tsar Vladin of Urskovia to help him take Parsantium from the humanoid hordes. After the city was in his hands, the Basileus made these troops his Imperial bodyguard. Also called the Axe-bearing Guard, from the enormous two-handed axes they carried, the Varangian Guard took part in many great battles with hobgoblin and orc raiders in the years following.
The Varangian Guard is the best-paid military forces in the lands of the former Batiaran Empire - so well paid that membership had to be purchased. After the Crusade, mercenaries came from Urskovia and other lands to the north and west of Parsantium to spend time in the Varangian Guard with the aim of returning home wealthy.
Now, the Guard are renowned for their loyalty to the Basileus, an unusual thing in a society as riddled with intrigue as Parsantium, but they regard their duty to protect the Imperial Person as a pledge and ancestral tradition which they keep inviolate. It is said they will not listen to the slightest word about treachery.
They are barracked in the Great Palace and their uniform consists of red silk tunics, blue cloaks, and gilded axes. Their normal armament features large, single-bitted axes, man-high and terrifying in battle.
The duties of the Varangians, in addition to safeguarding the person of the Basileus and his family, include accompanying the Basileus to festivals and celebrations, accompanying the Imperial family to temple services at the Holy Basilica of Pelor, serving as door guards in the palace, and acting to provide crowd control when the Basileus was present. The Varangian Guard have important ceremonial duties during the crowning of a new Basileus, during religious festivals, as well as serving roles during Imperial weddings, the coronation of Empresses, and at the funerals of deceased rulers.
Books used last session Black Horse Parsantium campaign: 4e core rules, Player's Handbook 2 (invoker), Adventurer's Vault, Wrath of the River King. Dulwich Parsantium campaign: 4e core rules, Forgotten Realms Player's Guide (genasi, swordmage), Players' Handbook 2 (barbarian), Dragon (Playing Gnolls), Sellswords of Punjar (the adventure) Lands of Intrigue: 3.5 core rules, Arcana Evolved (unfettered), Ptolus, Spell Compendium, Complete Book of Eldritch Might, The Banewarrens (the adventure), Book of Nine Swords (Desert Wind), Monster Manual V (demons)
I read an old issue (2e) of Dungeon recently and it had an adventure featuring a messenger snake in it - a magical winged snake that can seek out a particular person and deliver them a message. I think this is cool so messenger snakes will be the principle means of communication amongst the wealthy citizens of Parsantium.
More details on these creatures here. Thanks to Shade, freyar and demiurge1138 for converting them to 3.5!
Books used last session Black Horse Parsantium campaign: 4e core rules, Player's Handbook 2 (invoker), Adventurer's Vault, Wrath of the River King. Dulwich Parsantium campaign: 4e core rules, Forgotten Realms Player's Guide (genasi, swordmage), Players' Handbook 2 (barbarian), Dragon (Playing Gnolls), Sellswords of Punjar (the adventure) Lands of Intrigue: 3.5 core rules, Arcana Evolved (unfettered), Ptolus, Spell Compendium, Complete Book of Eldritch Might, The Banewarrens (the adventure), Book of Nine Swords (Desert Wind), Monster Manual V (demons)
Glyn Merryfield shook the wyvernbone dice together, bouncing them around in his pudgy, sweaty hand. He was one throw away, just one throw, from solving all his problems. For months Sarla had been talking about owning a “proper” tavern, somewhere on dry land, in the Makers Ward perhaps. Even the Poor Ward would be better than a floating hulk in the middle of the boat-town of Flotsam. The Fat Grouper wasn’t good enough for her. She deserved better. They both did. He'd spent enough time serving drinks to the fishermen, dockworkers and other losers that lived in Flotsam, and renting out his leaky houseboats to those who couldn't afford a proper roof over their heads. He was standing at the threshold of a bright new future.
He rattled the dice again. The twinkling magical lights inside Fahil’s made the faces of the other players glow in strange colours – giving them a greenish, reddish or purple tinge. Just one throw and his shrewish wife would be happy. Well, maybe not truly happy he supposed, but he would have some brief respite from the constant nagging as she planned where they would move to. How about The Blue Wolf? It was a lot better than the Grouper.
“Get on with it, halfling! Make your bloody throw!” slurred a nearby sailor. Glyn shook again and then let go. The dice tumbled on to the dark blue baize, rolling over and over, before striking the back of the table and settling into place.
“Naga’s Eyes!” called the stickman as his wooden rake gathered in all the coins on the table and swept away Glyn’s hopes and dreams. This can’t be happening, he thought, as he trudged away from the table, down the gangplank of Fahil’s Floating Palace and into the cold night air. I’ve lost everything. How in Anwyn’s name do I stop my wife finding out?
Books used last session Black Horse Parsantium campaign: 4e core rules, Player's Handbook 2 (invoker), Adventurer's Vault, Wrath of the River King. Dulwich Parsantium campaign: 4e core rules, Forgotten Realms Player's Guide (genasi, swordmage), Players' Handbook 2 (barbarian), Dragon (Playing Gnolls), Sellswords of Punjar (the adventure) Lands of Intrigue: 3.5 core rules, Arcana Evolved (unfettered), Ptolus, Spell Compendium, Complete Book of Eldritch Might, The Banewarrens (the adventure), Book of Nine Swords (Desert Wind), Monster Manual V (demons)
Here's a map showing some of the lands surrounding Parsantium. I adapted this map from the one by Martin Springett in Guy Gavriel Kay's Sarantine Mosaic books.
Any suggestions for what to call the lands to the West that make up the fallen Batiaran Empire? I'm trying to avoid anything sounding like Europe.
Books used last session Black Horse Parsantium campaign: 4e core rules, Player's Handbook 2 (invoker), Adventurer's Vault, Wrath of the River King. Dulwich Parsantium campaign: 4e core rules, Forgotten Realms Player's Guide (genasi, swordmage), Players' Handbook 2 (barbarian), Dragon (Playing Gnolls), Sellswords of Punjar (the adventure) Lands of Intrigue: 3.5 core rules, Arcana Evolved (unfettered), Ptolus, Spell Compendium, Complete Book of Eldritch Might, The Banewarrens (the adventure), Book of Nine Swords (Desert Wind), Monster Manual V (demons)
A few brief notes on the places on the world map, such as it is. All of these need lots of expansion but the campaign is likely to stay in the city and neighbouring countryside for the first few adventures (Heroic tier?) before venturing to some of these exotic locations.
Caliphate of Akhran
Arabian-style lands, very much like Al-Qadim. Siwal, City of Gardens, from Open Design's Six Arabian Nights is situated on the edge of the desert.
Khemit
desert land of lost tombs, crumbling pyramids, nomads & dervishes and marruspawn <Sandstorm>
Tiangao
Oriental lands at the end of the Silk Road, borrowing from Kara-Tur and Dragonfist (where the name is stolen from)
Sahasra
Indian lands, vanara, rakshasas, nagas, blackstone gigants, jungle-covered ruined temples, the awesome cover of AQ's Ruined Kingdoms, legacy of the evil geomancers
Pillars of Heaven Mountains
the Himalayas of this world where the Rakshasa Overlord is imprisoned in ice, yikaria (yakfolk), monasteries and temples perched perilously on sheer cliffs, yeti, snow spirirts, lost Shangri-La type kingdom (warm, tropical valley where it should be cold).
Batiara
former centre of the Batiaran Empire, now a collection of feuding city states. The space between Batiara and Parsantium is a blank canvas for now.
Corsair's Sea
pirates preying on trade, island controlled by order of crusading knights, undersea kingdoms.
Plenty of room to add stuff as I come up with it or get suggestions here or on my LJ.
Books used last session Black Horse Parsantium campaign: 4e core rules, Player's Handbook 2 (invoker), Adventurer's Vault, Wrath of the River King. Dulwich Parsantium campaign: 4e core rules, Forgotten Realms Player's Guide (genasi, swordmage), Players' Handbook 2 (barbarian), Dragon (Playing Gnolls), Sellswords of Punjar (the adventure) Lands of Intrigue: 3.5 core rules, Arcana Evolved (unfettered), Ptolus, Spell Compendium, Complete Book of Eldritch Might, The Banewarrens (the adventure), Book of Nine Swords (Desert Wind), Monster Manual V (demons)
Books used last session Black Horse Parsantium campaign: 4e core rules, Player's Handbook 2 (invoker), Adventurer's Vault, Wrath of the River King. Dulwich Parsantium campaign: 4e core rules, Forgotten Realms Player's Guide (genasi, swordmage), Players' Handbook 2 (barbarian), Dragon (Playing Gnolls), Sellswords of Punjar (the adventure) Lands of Intrigue: 3.5 core rules, Arcana Evolved (unfettered), Ptolus, Spell Compendium, Complete Book of Eldritch Might, The Banewarrens (the adventure), Book of Nine Swords (Desert Wind), Monster Manual V (demons)
I've been really following this thread as well. A lot of detailed work, it gets the creative juices flowing.
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Best quote on Enworld: It's only railroading when somebody else is the DM. Otherwise it's a tight, brilliant story with no plot holes. - CM
Now that people are getting their hands on the 4e books and stuff is leaking on to the 'net, I've seen stats for some of the creatures I was planning on using in the early Flotsam-based Parsantium adventures. These aren't necessarily what I was expecting. For example, Orloch Scragmane and his gnolls were going to appear quite early on in the campaign but the lowest level gnoll in 4e is 5th level!
On the plus side, these stats might work for Jagadamba:
Howling Hag
Level 7 Controller
Medium fey humanoi
XP 300
Baleful Whispers (Psychic) aura 5; an enemy that ends its turn in the aura takes 1d6 psychic damage.
HP 83; Bloodied 41; see also shriek of pain
AC 21; Fortitude 20, Reflex 19, Will 18
Resist 10 thunder
Speed 6; see also fey step
m Quarterstaff (standard; at-will) * Weapon
+9 vs. AC; 1d8 + 4 damage
C Howl (standard; at-will) * Thunder
Close blast 5; +10 vs. Fortitude; 1d6 + 4 thunder damage and the target is pushed 3 squares.
C Shriek of Pain (standard; recharges when first bloodied) * Thunder
Close blast 5; +8 vs. Fortitue; 3d6 + 4 thunder damage, or 3d6 + 9 thunder damage if the howling hag is bloodied. Miss: Half damage.
Change Shape (minor; at-will) * Polymorph
A howling hag can alter its physical form to appear as an old crone of any Medium humanoid race (see Change Shape, page 280).
Fey Step (move; encounter) * Teleportation
The howling hag can teleport 10 squares.
Alignment Evil
Languages Common, Elven
Skills Bluff +11, Insight +10, Intimidate +11, Nature +10
Str 18 (+7) Dex 18 (+7) Wis 15 (+5)
Con 19 (+7) Int 12 (+4) Cha 16 (+6)
Equipment quarterstaff
Books used last session Black Horse Parsantium campaign: 4e core rules, Player's Handbook 2 (invoker), Adventurer's Vault, Wrath of the River King. Dulwich Parsantium campaign: 4e core rules, Forgotten Realms Player's Guide (genasi, swordmage), Players' Handbook 2 (barbarian), Dragon (Playing Gnolls), Sellswords of Punjar (the adventure) Lands of Intrigue: 3.5 core rules, Arcana Evolved (unfettered), Ptolus, Spell Compendium, Complete Book of Eldritch Might, The Banewarrens (the adventure), Book of Nine Swords (Desert Wind), Monster Manual V (demons)
I had a good suggestion on my LJ about what to call the lands of the former Batiaran Empire to the west of Parsantium.
I've decided on The Sunset Lands, which fits in well with the etymology of the name Europe, as well as tying in with the Points of Light concept in 4e and the idea that this part of the world is in the Dark Ages after the Empire's fall while the eastern lands are much more cultured and civilized (relatively speaking at least). In Akhran and other places, the Sunset Lands are sometimes known as Erebu, meaning the Land of Darkness.
Books used last session Black Horse Parsantium campaign: 4e core rules, Player's Handbook 2 (invoker), Adventurer's Vault, Wrath of the River King. Dulwich Parsantium campaign: 4e core rules, Forgotten Realms Player's Guide (genasi, swordmage), Players' Handbook 2 (barbarian), Dragon (Playing Gnolls), Sellswords of Punjar (the adventure) Lands of Intrigue: 3.5 core rules, Arcana Evolved (unfettered), Ptolus, Spell Compendium, Complete Book of Eldritch Might, The Banewarrens (the adventure), Book of Nine Swords (Desert Wind), Monster Manual V (demons)
Not posted on this thread for a while as I've been absorbing 4e and thinking how I am going to fit the system and Parsantium together. So far, I haven't worried about tieflings and dragonborn, but I have been doing some thinking about the first two or three adventures set in Flotsam.
Originally, the PCs were going to investigate the murder of Ashna, a girl in the Water Boys orphan gang, which would lead them to the human toughs of the Dockside Crew, then on to Orloch Scragmane's gnoll slavers and ultimately to a kuo-toan temple of Blibdoolpoop (based on the one in the Shackled City AP) under the city. However, gnolls in 4e are level 5+, kuo-toa are level 12+ so I've needed to have a rethink.
As before, Ashna is murdered by the thuggee Jagadish, sent after her by the Dockside Crew, when she witnesses slaves being unloaded from a pirate ship. The Dockside Crew are acquiring slaves for Orloch who is still a gnoll but his lackeys will be humans, halflings and possibly goblins. Orloch is also obtaining other slaves by having the Crew kidnap drunk longshoremen walking home late at night etc. The PCs meet the wife of one of these missing dockworkers while on the trail of Ashna's killer.
Orloch is selling slaves at the "Night Market", a shady marketplace beneath the city in the Hidden Quarter. PCs following the clues will end up here, having had run-ins with thuggee killers and the Dockside Crew. At the Night Market, Orloch's customers include:
- the Kali cult who are looking for sacrifices
- brothels looking for sex slaves
- a shadar-kai and his dark one servants
- a visitor from the Underdark (could still be a kuo-toa)
- a mad derro necromancer looking for victims to experiment on
The PCs aren't going to be able to confront everyone here, but perhaps they are able to rescue one or two slaves, including the missing dockworker whose wife they met. There should also be a final showdown with Orloch and his men - perhaps once the Night Market disperses, they take the unsold slaves back to his slum tenement?
Books used last session Black Horse Parsantium campaign: 4e core rules, Player's Handbook 2 (invoker), Adventurer's Vault, Wrath of the River King. Dulwich Parsantium campaign: 4e core rules, Forgotten Realms Player's Guide (genasi, swordmage), Players' Handbook 2 (barbarian), Dragon (Playing Gnolls), Sellswords of Punjar (the adventure) Lands of Intrigue: 3.5 core rules, Arcana Evolved (unfettered), Ptolus, Spell Compendium, Complete Book of Eldritch Might, The Banewarrens (the adventure), Book of Nine Swords (Desert Wind), Monster Manual V (demons)
I'm going to try and do some work on a first 4e adventure set in Flotsam this weekend. Any suggestions would be gratefully received!
I've been thinking of kicking off with a short adventure set in the Black Dolphin's Wake before running the investigation into Ashna's murder. This place is a renamed version of the Dead Pelican in Freeport (featured in the Freeport City of Adventure hardcover and in Pirates Guide to Freeport). Basically, the tavern is infested with rats which are coming up from the sewers and the landlord wants the PCs to get rid of them. However, the rats are there because of the tavern's dark past.
About ten years ago the Black Dolphin's Wake was opened by a retired adventurer named Mikulas who came to Parsantium after years of wandering and decided to settle down. The tavern offered cheap ale, cheap food and tall tales for the dockworkers and sailors who drank there. But Mikulas had a terrible secret: he had become stranded in the snows of the Pillars of Heaven mountains. When supplies ran out he made a pact with a demonic spirit (or daeva), murdered his companions one by one, and lived off their flesh until rescued.
Mikulas tried to live a normal life in Parsantium but the daeva wouldn’t let him. To appease it, he founded a small secretive cult operating from the Black Dolphin’s Wake. The cultists would abduct and sacrifice people to the demon, eating the organs of their victims to gain a small measure of supernatural power. The rest of the body would end up in the dolma (stuffed vine leaves) served at the tavern. Mikulas and his fellow cultists were cautious, preying on the poor and on sailors, people who wouldn’t be missed. However, their caution meant the daeva didn’t receive as many sacrifices as it desired or needed. To get what it wanted, the demonic spirit increased its hold over Mikulas and the others, driving them insane and sending them on a killing (and eating) spree, only for them to be discovered by the horrified patrons of the tavern who turned on them and tore them to pieces.
Now Riyad, an Akhrani sailor, owns the tavern but he has a big rat problem - they're everywhere. This is because Mikulas dug down into the sewer tunnel that runs beneath the building. Before he was killed by the mob, he hid the worst evidence of the cult’s crimes down there – skeletons, the victim’s belongings, his carving knives and the bloodstained four-armed idol housing the daeva itself – in this tunnel and boarded up the entrance. The spirit is still down there, still angry, and surrounded by a teeming horde of rats. The rats have eaten the remains of the cult’s victims and are warped by unnatural power; these rats have grown human-like faces (like Lovecraft's rat things) resembling the dead cultists and worship the daeva in their own bestial way – and they hunger for human flesh.
The PCs need to go down into the sewers, defeat dire rats (some of them rat-things with faces), rat swarms, spellcasting rats and the daeva itself.
Books used last session Black Horse Parsantium campaign: 4e core rules, Player's Handbook 2 (invoker), Adventurer's Vault, Wrath of the River King. Dulwich Parsantium campaign: 4e core rules, Forgotten Realms Player's Guide (genasi, swordmage), Players' Handbook 2 (barbarian), Dragon (Playing Gnolls), Sellswords of Punjar (the adventure) Lands of Intrigue: 3.5 core rules, Arcana Evolved (unfettered), Ptolus, Spell Compendium, Complete Book of Eldritch Might, The Banewarrens (the adventure), Book of Nine Swords (Desert Wind), Monster Manual V (demons)